{%glBindTexture}(GL_TEXTURE_2D, texture_id); // texture_id was given by {%glGenTextures}

// texture_data must be large enough to hold the entire texture, in this case
// sizeof(float) * width * height * 3
{%glGetTexImage}(GL_TEXTURE_2D, 0, GL_RGB, GL_FLOAT, texture_data);
